Non-collocated haptic cues in immersive environments

ABSTRACT

A device for delivering non-collocated haptic feedback includes at least one haptic playback device and a drive circuit for controlling the haptic playback device. A processor coupled to the drive circuit receives manipulation haptic information based on data received from a user interface. The processor generates a haptic signal is based on the manipulation haptic information. The haptic signal is provided to the drive circuit to produce the non-collocated haptic feedback.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of prior U.S. application Ser. No.14/280,726, filed on May 19, 2014, which is hereby incorporated byreference in its entirety for all purposes.

FIELD

One embodiment is directed to a haptically-enabled device. Moreparticularly, one embodiment is directed to a non-collocatedhaptically-enabled device.

BACKGROUND INFORMATION

Electronic device manufacturers strive to produce a rich interface forusers. Conventional devices use visual and auditory cues to providefeedback to a user. In some user interfaces, kinesthetic feedback (suchas active and resistive force feedback) and/or tactile feedback (such asvibration, texture, and heat) are also provided to the user, moregenerally known collectively as “haptic feedback” or “haptic effects.”Haptic feedback can provide cues that enhance and simplify the userinterface. For example, vibration effects, or vibrotactile hapticeffects, may be useful in providing cues to users of electronic devicesto alert the user to specific events, or provide realistic feedback tocreate greater sensory immersion within a simulated or virtualenvironment.

In order to generate vibration or other effects, many devices utilizesome type of actuator or other haptic output device. Known actuatorsused for this purpose include an electromagnetic actuator such as ansolenoid actuator, an Eccentric Rotating Mass (“ERM”) actuator in whichan eccentric mass is moved by a motor, a Linear Resonant Actuatorvibration motor (“LRA”), an electro-active polymer actuator, and apiezoelectric actuator.

SUMMARY

In one embodiment, a device for delivering non-collocated hapticfeedback includes at least one haptic playback device and a drivecircuit for controlling the haptic playback device. A processorelectronically coupled to the drive circuit receives manipulation hapticinformation based on data received from a user interface. The processorgenerates a haptic signal based on the manipulation haptic information.The processor provides the haptic signal to the drive circuit to producethe non-collocated haptic feedback.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a haptically-enabled system in accordancewith one embodiment.

FIG. 2 shows an example ERM type actuator configured to be worn inaccordance with some embodiments.

FIG. 3 shows an example actuator array using multiple ERM type actuatorsin a strap configuration in accordance with some embodiments.

FIG. 4 shows a screenshot of an example interaction that can take placeusing non-collocated actuators in accordance with some embodiments.

FIG. 5 illustrates a virtual box with a multi actuator wearable wriststrap in accordance with some embodiments.

FIG. 6 is a flow diagram illustrating the functionality of a hapticplayback device in accordance with some embodiments.

DETAILED DESCRIPTION

Immersive displays, such as head mounted virtual reality displays,provide a whole new level of graphical immersion for gamingapplications. As the visual and auditory senses are being deeply engagedit is possible to add a convincing haptic experience for the user byproviding “haptic cues” that have a basic relationship with the user'svirtual interactions. Thus, whereas typically haptic feedback provides ahaptic sensation with the interacting member, such as a finger on atouchscreen, haptic cues can provide feedback to a nearby“non-collocated” member, such as a wrist, to achieve a convincing hapticexperience.

One embodiment is a haptic playback device, such as an actuator, thatcan play haptic signals generated based a user's interaction with anapplication. Sensors can determine a user's interaction with theapplication and a haptic playback signal can be provided to providehaptic feedback by a haptic playback device. Rather than the hapticplayback device being in contact with the user's interacting member,such as a finger or hand, the haptic playback device can be in contactwith the user at a physical location different from the interactingmember. Thus, the haptic playback device can be non-collocated with theinteracting member. A haptic signal can be generated and provided to thehaptic playback device to produce haptic feedback at the alternativephysical location to provide a perceived virtual contact.

FIG. 1 is a block diagram of a haptically-enabled system 10 inaccordance with one embodiment. System 10 includes a user interface 11,and may include mechanical keys/buttons 13. System 10 includes a hapticfeedback system that generates vibrations on system 10.

The haptic feedback system includes a processor or controller 12.Coupled to processor 12 is a memory 20 and an actuator drive circuit 16,which is coupled to an actuator 18. Actuator 18 can be any type motor,including without limitation an Eccentric Rotating Mass (“ERM”), aLinear Resonant Actuator vibration motor (“LRA”), a piezoelectric motor,or a solenoid actuator. In addition to or in place of actuator 18,system 10 may include other types of haptic output devices (not shown)that may be non-mechanical or non-vibratory devices such as devices thatuse electrostatic friction (“ESF”), ultrasonic surface friction (“USF”),devices that induce acoustic radiation pressure with an ultrasonichaptic transducer, devices that use a haptic substrate and a flexible ordeformable surface or shape changing devices and that may be attached toa user's body, devices that provide projected haptic output such as apuff of air using an air jet, devices that provide electrical musclestimulation, etc. One or both of actuator drive circuit 16 and actuator18 can be contained in a feedback device 15 that is wearable, such as astrap, glove, clothing article, or directly attached to a user's skinthrough an adhesive or mechanical device or non-wearable, such aslocated in a seat or disposed away from a user's body.

Processor 12 may be any type of general purpose processor, or could be aprocessor specifically designed to provide haptic effects, such as anapplication-specific integrated circuit (“ASIC”). Processor 12 may bethe same processor that operates the entire system 10, or may be aseparate processor. Processor 12 can decide what haptic effects are tobe played and the order in which the effects are played based on highlevel parameters. In general, the high level parameters that define aparticular haptic effect include magnitude, frequency, and duration. Lowlevel parameters such as streaming motor commands could also be used todetermine a particular haptic effect. A haptic effect may be considered“dynamic” if it includes some variation of these parameters when thehaptic effect is generated or a variation of these parameters based on auser's interaction.

Processor 12 outputs the control signals to actuator drive circuit 16,which includes electronic components and circuitry used to supplyactuator 18 with the required electrical current and voltage (i.e.,“motor signals”) to cause the desired haptic effects. System 10 mayinclude more than one actuator 18, and each actuator may include aseparate drive circuit 16, all coupled to a common processor 12. Memorydevice 20 can be any type of storage device or computer-readable medium,such as random access memory (“RAM”) or read-only memory (“ROM”). Memory20 stores instructions executed by processor 12. Among the instructions,memory 20 includes a haptic effects module 22 which are instructionsthat, when executed by processor 12, generate drive signals for actuator18 that provide haptic effects, as disclosed in more detail below.Memory 20 may also be located internal to processor 12, or anycombination of internal and external memory. Actuator 18 can bewireless, containing a wireless receiver to receive haptic playbacksignals from processor 12.

User interface 11 recognizes user interactions, such as touches with adevice or manipulations of virtual objects in a virtual realityapplication. A “manipulation” of a virtual object can include anyperceived contact with a virtual object using “virtual hands” (or othervirtual implements) available to and controlled by a user in a virtualworld. In other applications, “manipulation” can include control of anelement of the application by a user using a user interface. Theapplication would typically provide visual feedback to the user thattracks the user interaction and guides the user with its feedback.Embodiments where user interface 11 recognizes touches may alsorecognize any of the position, pressure magnitude, and duration oftouches on the touch surface. Embodiments where user interface 11recognizes manipulations of virtual objects in a virtual realityapplication may recognize the position of hands or fingers or canreceive input from a mouse or other input interface for manipulation ofvirtual objects. The data corresponding to the user interactions can bereferred to as manipulation haptic information or data, and is sent toprocessor 12, or another processor within system 10. Processor 12interprets the user interactions and in response generates haptic effectsignals. User interface 11 may sense touches using any sensingtechnology, including capacitive sensing, resistive sensing, surfaceacoustic wave sensing, pressure sensing, optical sensing, etc. Userinterface 11 may sense multi-touch contacts and may be capable ofdistinguishing multiple touches and the location of the touches thatoccur at the same time. User interface 11 may be a touchscreen thatgenerates and displays images for the user to interact with, such askeys, dials, etc., or may be a touchpad with minimal or no images. Userinterface 11 may sense position of hands and fingers using sensorsattached to gloves or using visual sensors that track the position ofhands or fingers in space.

System 10 may include a variety of sensors, such as sensor 17, forsensing interactions with the haptically enabled application including,among others: degrees of freedom sensors detecting up to the six degreesof motion including one or more of up/down, back/forward, right/left,roll, pitch, and yaw. Such sensors can include magnetic sensors,electromagnetic field sensors, accelerometers, gyroscopes, and othersfor detecting positional and angular data. Force sensing resistor(“FSR”) sensors and multi-touch pressure sensors can measure thepressure applied under each touch location. Temperature, humidity, andatmospheric pressure sensors can capture environmental conditions. Amicrophone can capture a user's voice command or environmental audioinformation. The data corresponding to sensor 17 is sent to processor12, or another processor within system 10, and processor 12 interpretsthe sensor data and in response generates haptic effect signals.

One of skill in the art will understand that in some embodiments, system10 may include any suitable variety of actuators for providingvibrotactile or kinesthetic feedback in addition to the onesspecifically mentioned herein. For example, feedback can also includedevices that deform or apply pressure to a user's skin.

System 10 may be a handheld device, such a cellular telephone, personaldigital assistant (“PDA”), smartphone, computer tablet, gaming console,vehicle based interface, etc. System 10 may be used with a virtualreality rig, including a display device and one or more sensors, such assensor 17, to track movement of a user's hands. User interface 11 may bea touch sensitive surface, or can be any other type of user interfacesuch as a mouse, touchpad, mini-joystick, scroll wheel, trackball, gamepads or game controllers, gloves with integrated or mounted sensors,motion tracking cameras, etc. In embodiments with more than oneactuator, each actuator may have different haptic expression, producinga different range of haptic effects. For example, each rotationalactuator may have a different rotational capability in order to create awide range of haptic effects on the device, for example each actuatorcan be controlled individually; also some rotational actuators havetheir axis of rotation at an angle to the axis of rotation of otherrotational actuators. Likewise, in embodiments with multiple actuatorswith other capabilities, each actuator can be controlled individually toexhibit a wide range of haptic effects on the device.

In addition to providing user interfacing haptic effects, system 10 mayprovide statically generated haptic effects for playback in system 10along with, for example, a video or audio file.

One example of a system, such as system 10, includes a single ormulti-actuator wearable strap, such as feedback device 15, worn on thewrist of a user as the user is interacting with a virtual world. In thiscase, the haptic effects on the wrist can be non-collocated with theperceived virtual contact of the virtual hand in the virtual world. As auser interacts with the environment and contacts virtual objects, thewrist based wearable strap gives a haptic cue (feedback) for the virtualcontact. The haptic cue can be a short vibration or a short transientsoft deformation effect using actuators or other haptic playbackdevices. Other embodiments may provide haptic feedback throughnon-wearable devices, such as haptic playback devices in a seat orhaptic playback devices disposed away from the user's skin. The hapticcue may not be an exact representation of the contact. The haptic cuemay not be collocated with the interaction nor rendering realisticinteraction forces to the user as the user manipulates or contacts anobject, but because the user is visually and aurally immersed in theenvironment, haptic cues can provide a useful haptic feedback even ifthey are merely indicative of the user's interaction with the virtualworld.

FIG. 2 shows an example ERM type actuator 210 configured to be worn inaccordance with some embodiments. Actuator 210 can be encased in rubberor other sheathing material 220 so that the sheathed actuator can restagainst the user's skin. The system can work with a single actuator,however multiple actuators can provide more realism by using the sensorinformation about hand position and triggering the actuator on the sameplane as the virtual collision. For example, if the front of the handcollides with an object, an actuator on the front of the wrist canprovide a haptic effect.

FIG. 3 shows an example actuator array using multiple ERM type actuatorsin a strap wearable configuration, such as feedback device 15, inaccordance with some embodiments. One or multiple actuators 310 can beincorporated into a strap 320 that can be wrapped around a user's wristto provide one actuator on the top and bottom of the wrist and oneactuator on each side of the wrist. Wrist strap 320 can connect to amicrocontroller, such as processor 12, via a connector 330 or wirelessinterface (not shown). The actuators can be attached to the strap andpositioned around the wrist about every ninety degrees. The actuatorscan be attached to the strap by Velcro or a similar type of temporaryfastener so that they can be moved to accommodate different sizedwrists. The actuators can activate according to the interaction with thevirtual world and virtual objects within the world.

In some embodiments, actuators can be attached to body parts, such as auser's wrist (as in the example above), hands, arms, ankles, legs, andhead. The actuators can be controlled using standard methods to controlhaptic devices. For example, an application running on a host device cancall a haptic effect to be played according to the function of theapplication. In a gaming application, a haptic effect may be called whenthe user's hand contacts an object in the game. A microcontroller, suchas processor 12, on a wearable strap, such as feedback device 15, canreceive the haptic command, process it, and write the required motorvoltage to the actuator that is meant to play the haptic effect. Theactuator control can include advanced control algorithms, such as theuse of ERM overdriving or braking to create unique and more varyinghaptic effects. When a haptic actuator is in close contact with theskin, such as through a rubber sheath, short pulse distinctive hapticcues through overdriving and braking can be used to simulate a pressfeeling even though the actuator is primarily a vibratory actuator.

The system can also be used to add haptics to a system that lacks anyhaptics or can be used to supplement a system with haptics. For example,a user can interact with a touch surface and receive touch feedbackhaptic cues through an actuator or actuator strap assembly located onthe user's wrist, such as feedback device 15. Such haptic cues can bemore beneficial than not having any haptics or can be used to enhance oralter the haptic experience with a touch surface.

Some examples of immersive displays include the “Oculus Rift” by OculusVR, Inc. and the “Head Mounted Display” or “Wearable HDTV” by SonyElectronics Inc. and the “Project Morpheus” head mounted display, bySony Computer Entertainment Inc. Haptics adds additional realisticelements to interactions using immersive displays. Even though in someembodiments system 10 only provides haptic cues, as with many hapticfeedback systems, users can quickly adapt to devices with hapticfeedback. Even in systems where the haptic feedback device is notcollocated, users can adapt to the non-collocated feedback effectively.

Users can interact with an application using multiple input methods byuser interface 11. For example, a user can interact with moretraditional computer human interface means, such as keyboards, mice,trackpads, and the like, as well as newer interfaces such as visualtouch interfaces. In addition some interfaces that can be used includegaming controllers, such as the “Razer Hydra” motion sensing controllerby Razer Inc., with sensors to detect up to the six degrees of movementabove. In some embodiments, interfaces include non-touch motion trackinginterfaces that use camera technology or infra-red sensors to trackobjects and motion. In some embodiments, interfaces include wearablegloves with integrated or mounted sensors that can detect motion andposition of hands, such as “CyberTouch” gloves by CyberGlove SystemsLLC.

FIG. 4 shows a screenshot 400 of an example interaction that can takeplace using non-collocated actuators in accordance with someembodiments. In this example, a user is wearing a virtual realityheadset to create the visual environment. The user can control thevirtual hands 405 using a gaming peripheral such as the Razer Hydra or“Kinect” controller from Microsoft Corp. The user can interact withthree virtual objects: a light switch 410, a rotary dial 420, and awooden box 430.

For the light switch 410, the user can interact by moving the virtualhand up and down to turn the light switch on or off. Haptic effects canbe felt on the wrist when the light switch is positioned in the up ordown position using wrist strap 320 of FIG. 3 or some other hapticplayback device. In a haptic playback system or device arranged withmultiple haptic playback devices the haptics can be given spatialmeaning. For example, with the wrist strap 320 of FIG. 3, when movingfrom down to up the user can feel the haptic effect on the top of thewrist. In addition to this haptic indication of the virtual physicalinteraction, a second haptic effect can be triggered that relates to thestate of the light switch. For example, a haptic effect that isproportional to the overall light intensity can be produced where thebrighter the light, the stronger the haptic effect (i.e., greatermagnitude). Haptic effects that incorporate flow aspects can also berendered. For example, a top actuator can be activated followedsequentially by a bottom actuator creating a haptic effect that flowsfrom the top to the bottom.

For the rotary dial 420, the user can interact by pressing a button onthe peripheral device or in the virtual world to engage the virtual dial420. The user then can rotate virtual dial 420 by turning the wrist in aclockwise or counterclockwise direction. Haptic effects can be played onthe user's wrist according to the programmed detent spacing on thevirtual dial. For example, detents can be represented at a ten degreespacing so that a haptic effect occurs every ten degrees of turning ofthe virtual dial. If multiple actuators are available spatial flow typehaptic effects can be displayed. For example, as the user turns thedevice clockwise the actuators in a strap around the user's wrist cansequence in a clockwise manner.

The example with rotary dial 420 also shows that system 10 can provide asymbolic haptic representation of an interaction. For example, thephysical properties of a virtual dial may be to have detent positionsaround the dial. In the real world, the dial may click as it is turned.In the virtual world, these can be symbolically represented usinghaptics by activating one or more actuators to provide physicalattribute information via the haptics device. For example, in oneinteraction where the user is turning a virtual dial, the detents can besymbolically represented by activating actuators in a clockwise sequencearound the user's wrist. In another example, the detents can besymbolically represented by always activating the actuator nearest the12 o'clock position (regardless of how the wrist is positioned) oralways activating the actuator in a particular position on the wrist,such as the actuator closest to the top of the hand. Therefore, thehaptic effect can also portray physical property information of therotary dial in the virtual world.

Symbolic haptic representation can also include symbolic stateinformation about a virtual object. For example, the state informationof a virtual dial may include a rotational limit, such as for a volumedial turned to a maximum setting. When the state of the virtual dial hasreached the rotational limit, feedback can be provided to indicatesymbolically that the limit has been reached, such as a feeling of apress or a rapid on/off repeated feedback. Thus, using non-collocatedhaptics can also provide symbolic representation of a real-worldcounterpart to a virtual object by combining the physical properties ofan object with the state of the object—in the example of dial 420, therotational position of the dial relative to the next detent position orrelative to a rotation limit. In the example of switch 410, the positionof the switch can be the state and the smoothness of the operation ofthe switch can be a physical property of the switch.

For virtual wooden box 430, the user can interact by inserting thevirtual hand in the box and moving to contact one of the four surfacesof the box: the top, bottom, left, or right sides. FIG. 5 illustrates avirtual box 510 with a multi actuator wearable wrist strap 520 inaccordance with some embodiments. With a wearable strap having multiplehaptic playback devices, such as feedback device 15, as with wrist strap520, actuators can be positioned on the top, bottom, right, and leftside of the wrist. The actuator located on the correct side of thevirtual contact can be activated. For example, if the top of the handhits the top of the box, the top actuator 530 can be activated. If thetop of the user's hand hits the left side of the box the top actuatorcan still be activated because the system can compensate for therotation of the user's wrist. In this example, the haptic effect isstill non-collocated because the sensations are felt on the user's wristeven though the user's virtual hand is making contact. In someembodiments, the haptic effect can be collocated by positioning theactuators on the hand.

In some embodiments the multiple haptic playback devices can all beplaced to provide feedback on one position on the user's wrist. Forexample, all of the actuators in wearable wrist strap 520 can bepositioned on the bottom of the wrist. In this embodiment actuatorscheduling can be used in order to increase the provided range of hapticeffects. For a light effect only one actuator can be used. For a mediumeffect two or three actuators can be used and for a strong effect allfour actuators can be used simultaneously. Similarly, multiple actuatorscan be used at each position to combine actuator scheduling at eachposition, with location specific effects.

FIG. 6 is a flow diagram illustrating the functionality of a hapticplayback device in accordance with some embodiments. In one embodiment,the functionality of the flow diagram of FIG. 6 is implemented bysoftware stored in memory or other computer readable or tangible medium,and executed by a processor. In other embodiments, the functionality maybe performed by hardware (e.g., through the use of an applicationspecific integrated circuit (“ASIC”), a programmable gate array (“PGA”),a field programmable gate array (“FPGA”), etc.), or any combination ofhardware and software.

At 610, haptic information is received from an application or userinterface, such as user interface 11. In the case where hapticinformation is received from an application, the application cangenerate the haptic information based on a user's interaction with thesystem. For example, a user can interact with an application via userinterface 11. The application can interpret the user's interactions byuser interface 11 and provide a corresponding reaction on a display. Inaddition, the application can provide haptic information based on theuser's interactions and application reaction. In the case where hapticinformation is received from a user interface, such as user interface11, haptic information can be received directly from the user interface.Such information may include information on the orientation of a user'shands and perceived actions taken by the user. In some embodiments, thehaptic information can be received wirelessly. In embodiments where thehaptic information is received wirelessly, such wireless technologiesused for wireless reception can include any known types of wirelesstechnology including those based on radio frequencies, magnetic fields,and visible and invisible electromagnetic frequencies.

At 620, the haptic information can be processed to generate anon-collocated haptic signal. For example, if the haptic informationfrom an application informs that a virtual hand contacted a virtualobject on the top of the hand, the haptic information can be processedto generate a haptic signal based on that information. In someembodiments, where the actuators are located on a wrist strap, such as320 of FIG. 3, and non-collocated from the perceived contact, the hapticsignal can include information to activate a haptic playback device,such as actuator 18, located on the wrist in the same orientation as thevirtual contact. For example, if the wrist is orientated so that theuser's thumb is up, and the thumb contacts the top of a wooden box, asdiscussed above with respect to FIG. 4, then the haptic playback deviceon the up part of the wrist can be activated. The activation informationcan be contained in the produced haptic signal.

At 630, the haptic signal can be provided to the haptic playback drivecircuit, such as actuator drive circuit 16. The drive circuit cancontain a power source for operating the haptic playback device, such asactuator 18. The drive circuit can also translate the haptic signal intolow-level motor commands or other appropriate low-level commandsaccording to the technology of the haptic playback device. In someembodiments, the drive circuit can provide overdrive and brakingcommands to the haptic playback device to achieve a wider range ofhaptic playback capabilities than the haptic playback device isoriginally designed to incorporate. Such methods can be used to produceshort pulse haptic cues to simulate a press haptic effect. The hapticsignal can be provided by wire or wirelessly to the haptic playbackdrive circuit. In embodiments where the haptic signal is providedwirelessly, such wireless technologies used for wireless transmissioncan include any known types of wireless technology including those basedon radio frequencies, magnetic fields, and visible and invisibleelectromagnetic frequencies.

At 640, the haptic feedback is produced on the haptic playback device,such as actuator 18 based on the haptic signal. One will understand thatthe haptic signal here can include low-level commands or playback devicespecific commands based on the haptic signal produced in 620. In someembodiments, the haptic playback device can receive the haptic signal(or low-level commands) wirelessly, using any known wireless technologysuch as those previously discussed. In some embodiments, haptic feedbackcan be produced on some haptic playback devices available, but notothers. For example, the haptic playback device chosen for activationcan be based on information in the haptic playback signal (or low-levelcommands) and can be chosen based on the playback device's location orbased on a desired intensity or magnitude of the haptic effect.

Some embodiments include a user wearing augmented reality glasses. Auser can gesture to control a property of the augmented reality. Forexample a user can gesture to control the light intensity in a house byturning the user's hand. Feedback device 15 can communicate hapticeffects such as spaced detents or effects that change with an intensityproportional to the change in light intensity. One of skill in the artwill understand that other gestures could be used to control otheraspects of an augmented reality, each providing haptic effectsappropriate for the gesture and controlled aspect of the augmentedreality.

As disclosed, embodiments implement a haptic feedback system usingwearable haptic playback devices to provide haptic cues based oninteractions with a user interface. The haptic playback devices can benon-collocated to the subject of the interaction so that a haptic effectis perceived to coincide with the subject of the interaction but occursat a different physical location than the subject of the interaction.Multiple playback devices can be used to provide a symbolicrepresentation of physical attributes of objects being manipulatedthrough interaction with the user interface. Multiple playback devicescan be used to provide different levels of intensity of haptic effectsthrough actuator scheduling.

Several embodiments are specifically illustrated and/or describedherein. However, it will be appreciated that modifications andvariations of the disclosed embodiments are covered by the aboveteachings and within the purview of the appended claims withoutdeparting from the spirit and intended scope of the invention.

What is claimed is:
 1. A device for delivering haptic feedbackcomprising: a wearable device; a plurality of haptic playback devicescontained within the wearable device and positioned at a plurality oflocations; a drive circuit for controlling the haptic playback devices;and a processor, electronically coupled to the drive circuit, configuredfor: receiving manipulation haptic information based on data from a userinterface indicative of a virtual physical interaction with a virtualobject in a virtual environment, generating a first haptic signal basedon the manipulation haptic information as an indication of the virtualphysical interaction with the virtual object; generating a second hapticsignal based on a state of the virtual environment associated with thevirtual object; providing the first haptic signal to the drive circuitto produce a first haptic feedback in a first one of the plurality ofhaptic playback devices; providing the second haptic signal to the drivecircuit to produce a second haptic feedback in a second one of theplurality of haptic playback devices.
 2. The device of claim 1, whereinthe plurality of haptic playback devices includes at least two hapticplayback devices configured to produce the first haptic feedback and thesecond haptic feedback, and wherein the processor is further configuredto select the first one of the plurality of haptic playback devices toprovide the first haptic feedback at an output location of the pluralityof locations to correspond with a direction of movement of the virtualobject associated with the virtual physical interaction.
 3. The deviceof claim 2, wherein the processor is further configured to adjust theoutput location of the plurality of locations according to anorientation of the wearable device such that the output location is inthe same orientation as the direction of movement.
 4. The device ofclaim 1, wherein the virtual physical interaction with the virtualobject causes a change in the state of the virtual environment and thesecond haptic signal is configured to indicate the change in state ofthe virtual environment.
 5. The device of claim 1, wherein the state ofthe virtual environment is represented by a state of the virtual object.6. The device of claim 1, wherein the processor is further configured toadjust the magnitude of the second haptic signal according to the stateof the virtual environment.
 7. The device of claim 1, wherein the secondone of the plurality of haptic devices includes two or more hapticdevices, and the processor is further configured to generate the secondhaptic signal to produce the second haptic feedback sequentially in thetwo or more haptic devices to represent the state of the virtualenvironment.
 8. The device of claim 1, wherein the first haptic signalis configured to cause overdriving and braking of the first one of theplurality of haptic devices to produce short pulse haptic cues tosimulate a press haptic effect.
 9. A method for delivering hapticfeedback comprising: receiving, via a processor, manipulation hapticinformation based on data from a user interface indicative of a virtualphysical interaction with a virtual object in a virtual environment,generating, by the processor, a first haptic signal based on themanipulation haptic information as an indication of the virtual physicalinteraction with the virtual object; generating, by the processor, asecond haptic signal based on a state of the virtual environmentassociated with the virtual object; providing, by the processor, thefirst haptic signal to a drive circuit configured to control a pluralityof haptic playback devices contained within a wearable device andpositioned at a plurality of locations within the wearable device toproduce a first haptic feedback in a first one of the plurality ofhaptic playback devices; providing, by the processor, the second hapticsignal to the drive circuit to produce a second haptic feedback in asecond one of the plurality of haptic playback devices.
 10. The methodof claim 9, wherein the plurality of haptic playback devices includes atleast two haptic playback devices configured to produce the first hapticfeedback and the second haptic feedback, and wherein the method furthercomprises: selecting the first one of the plurality of haptic playbackdevices to provide the first haptic feedback at an output location ofthe plurality of locations to correspond with a direction of movement ofthe virtual object associated with the virtual physical interaction. 11.The method of claim 10, further comprising adjusting the output locationof the plurality of locations according to an orientation of thewearable device such that the output location is in the same orientationas the direction of movement.
 12. The method of claim 9, wherein thevirtual physical interaction with the virtual object causes a change inthe state of the virtual environment and the second haptic signal isconfigured to indicate the change in state of the virtual environment.13. The method of claim 9, wherein the state of the virtual environmentis represented by a state of the virtual object.
 14. The method of claim9, wherein the processor is further configured to adjust the magnitudeof the second haptic signal according to the state of the virtualenvironment.
 15. The method of claim 9, wherein the second one of theplurality of haptic devices includes two or more haptic devices, and themethod further comprises generating the second haptic signal to producethe second haptic feedback sequentially in the two or more hapticdevices to represent the state of the virtual environment.
 16. Themethod of claim 9, wherein the first haptic signal is configured tocause overdriving and braking of the first one of the plurality ofhaptic devices to produce short pulse haptic cues to simulate a presshaptic effect.
 17. A non-transitory computer readable medium withinstructions stored thereon that, when executed by a processor, causethe processor to carry out a method comprising: receiving manipulationhaptic information based on data from a user interface indicative of avirtual physical interaction with a virtual object in a virtualenvironment, generating a first haptic signal based on the manipulationhaptic information as an indication of the virtual physical interactionwith the virtual object; generating a second haptic signal based on astate of the virtual environment associated with the virtual object;providing the first haptic signal to a drive circuit configured tocontrol a plurality of haptic playback devices contained within awearable device and positioned at a plurality of locations within thewearable device to produce a first haptic feedback in a first one of theplurality of haptic playback devices; providing the second haptic signalto the drive circuit to produce a second haptic feedback in a second oneof the plurality of haptic playback devices.
 18. The non-transitorycomputer readable medium of claim 17, wherein the method furthercomprises: selecting the first one of the plurality of haptic playbackdevices to provide the first haptic feedback at an output location ofthe plurality of locations to correspond with a direction of movement ofthe virtual object associated with the virtual physical interaction,adjusting the output location of the plurality of locations according toan orientation of the wearable device such that the output location isin the same orientation as the direction of movement.
 19. Thenon-transitory computer readable medium of claim 18, wherein the virtualphysical interaction with the virtual object causes a change in thestate of the virtual environment and the second haptic signal isconfigured to indicate the change in state of the virtual environment.20. The non-transitory computer readable medium of claim 18, wherein thestate of the virtual environment is represented by a state of thevirtual object.